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https://github.com/griffi-gh/kubi.git
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Minor refactor, add cursor lock module
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parent
9d2c00b204
commit
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28
src/cursor_lock.rs
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28
src/cursor_lock.rs
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@ -0,0 +1,28 @@
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use shipyard::{AllStoragesView, Unique, NonSendSync, UniqueView};
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use crate::rendering::Renderer;
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use glium::glutin::window::CursorGrabMode;
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#[derive(Unique)]
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#[track(All)]
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pub struct CursorLock(pub bool);
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pub fn update_cursor_lock_state(
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lock: UniqueView<CursorLock>,
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display: NonSendSync<UniqueView<Renderer>>
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) {
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if lock.is_inserted_or_modified() {
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let gl_window = display.display.gl_window();
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let window = gl_window.window();
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window.set_cursor_grab(match lock.0 {
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true => CursorGrabMode::Confined,
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false => CursorGrabMode::None,
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}).expect("Failed to change cursor grab state");
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window.set_cursor_visible(!lock.0);
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}
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}
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pub fn insert_lock_state(
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storages: AllStoragesView
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) {
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storages.add_unique(CursorLock(false))
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}
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10
src/main.rs
10
src/main.rs
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@ -26,6 +26,7 @@ pub(crate) mod input;
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pub(crate) mod fly_controller;
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pub(crate) mod fly_controller;
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pub(crate) mod block_placement;
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pub(crate) mod block_placement;
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pub(crate) mod delta_time;
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pub(crate) mod delta_time;
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pub(crate) mod cursor_lock;
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use rendering::{
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use rendering::{
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Renderer,
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Renderer,
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@ -40,7 +41,7 @@ use world::{
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};
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};
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use player::spawn_player;
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use player::spawn_player;
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use prefabs::load_prefabs;
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use prefabs::load_prefabs;
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use settings::GameSettings;
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use settings::load_settings;
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use camera::compute_cameras;
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use camera::compute_cameras;
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use events::{clear_events, process_glutin_events};
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use events::{clear_events, process_glutin_events};
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use input::{init_input, process_inputs};
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use input::{init_input, process_inputs};
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@ -51,15 +52,18 @@ use rendering::{
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};
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};
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use block_placement::block_placement_system;
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use block_placement::block_placement_system;
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use delta_time::{DeltaTime, init_delta_time};
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use delta_time::{DeltaTime, init_delta_time};
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use cursor_lock::{insert_lock_state, update_cursor_lock_state};
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fn startup() -> Workload {
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fn startup() -> Workload {
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(
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(
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init_delta_time,
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load_settings,
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load_prefabs,
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load_prefabs,
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init_selection_box_buffers,
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init_selection_box_buffers,
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insert_lock_state,
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init_input,
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init_input,
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init_game_world,
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init_game_world,
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spawn_player,
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spawn_player,
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init_delta_time,
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).into_workload()
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).into_workload()
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}
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}
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fn update() -> Workload {
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fn update() -> Workload {
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@ -69,6 +73,7 @@ fn update() -> Workload {
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update_loaded_world_around_player,
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update_loaded_world_around_player,
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update_raycasts,
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update_raycasts,
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block_placement_system,
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block_placement_system,
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update_cursor_lock_state,
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compute_cameras
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compute_cameras
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).into_workload()
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).into_workload()
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}
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}
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@ -97,7 +102,6 @@ fn main() {
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//Add systems and uniques, Init and load things
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//Add systems and uniques, Init and load things
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world.add_unique_non_send_sync(Renderer::init(&event_loop));
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world.add_unique_non_send_sync(Renderer::init(&event_loop));
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world.add_unique(BackgroundColor(vec3(0.5, 0.5, 1.)));
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world.add_unique(BackgroundColor(vec3(0.5, 0.5, 1.)));
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world.add_unique(GameSettings::default());
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//Register workloads
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//Register workloads
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world.add_workload(startup);
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world.add_workload(startup);
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@ -1,4 +1,4 @@
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use shipyard::Unique;
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use shipyard::{Unique, AllStoragesView};
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#[derive(Unique)]
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#[derive(Unique)]
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pub struct GameSettings {
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pub struct GameSettings {
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@ -14,3 +14,10 @@ impl Default for GameSettings {
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}
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}
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}
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}
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}
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}
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pub fn load_settings(
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storages: AllStoragesView
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) {
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//todo
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storages.add_unique(GameSettings::default());
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}
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